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Microcomputer-Based Approaches for Preventing Drug and
Alcohol Abuse Among Adolescents f rom Ethnic-Racial MinorityBackgrounds
Michael S. Moncher, Clifford A. Parms, Mario A. Orlandi, Steven P. Schinke, Samuel O.
Miller, Josephine Palleja, and Mary B. Schinke
Columbia University and American Health Foundation
Abstract
This study was designed to empirically assess the potential of microcomputer-based intervention
with black adolescents from economically disadvantaged backgrounds. Subjects were 26, 11 through
14-year-old black females and males recruited from three boroughs in New York City. A sample
task was administered via microcomputer system followed by a postintervention measurementbattery. Observational measures were also employed to assess interactional variables. Subjects
attitudes toward educational content in general, and toward drug and alcohol information delivery
in particular, appeared to be a significant intervening variable that could alter the overall efficacy of
computer-delivered interventions. Both observational and postintervention measures indicated an
overall positive subject response to computer-administered instruction. In contrast, however,
respondents indicated a negative response to microcomputer delivery of drug and alcohol related
materials. Results of the experiment are discussed along with rationales and future research
directions.
INTRODUCTION AND OVERVIEW
Recent years have witnessed a growing use of computer-assisted instruction (CAI) for a varietyof purposes. As noted by Elwork and Gutkin (1985):
The computerization of our society has already begun. We have little doubt that it will proceed
at an ever quickening pace. The central question confronting behavioral scientists is whether
we want it to occur with our input (p. 14).
Studies of CAI programs find consistent increases in adolescents performance, rate of
learning, and motivation (Burns & Bozeman, 1981; Hartley & Levell, 1978; Kulik, Bangert,
& Williams, 1983; McCollister, Burts, Wright, & Hildreth, 1986; Menis, Synder, & Ben-
Kohav, 1980; Ragosta, 1983).
CAI can provide several important instructional advantages in health education. Because it is
interactive, self-directed software is intrinsically motivating. With this software, adolescents
can elicit health information in areas of greatest concern. Techniques such as branching can
further personalize youths learning, permitting much flexibility and considerable involvement
(Anand & Ross, 1987; Bosworth, Gustafson, Hawkins, Chewning, & Day, 1983). With drug
and alcohol issues, self-directed formats give youths access to potentially more objective
information. Additionally, this information can be obtained confidentially, which is essential
Requests for reprints should be addressed to Michael S. Moncher, Columbia University School of Social Work, 622 West 113th Street,New York, NY 10025..
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Published in final edited form as:
Comput Human Behav. 1989 ; 5(2): 7993.
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to young people exploring current knowledge on illegal and value-laden topics (Kahn, 1987).
In addition to helping youths debunk myths and learn about the substances they commonly
use, the objectivity afforded by self-directed computer formats reduces the likelihood of biased
information that can mar drug and alcohol prevention efforts.
Interacting with self-directed computer programs may not only equip black adolescents with
a repertoire of knowledge and skills around drugs and alcohol, but also may instill in young
people the confidence to apply that learning. Indeed, research points to such benefits for youngpeople in general (Robertson, Ladewig, Strickland, & Boschung 1987) and adolescents from
lower socioeconomic and disadvantaged backgrounds in particular (Daron & Rich, 1981;
Mervarech & Rich, 1985; Saracho, 1982). Last, the interactive computer medium may heighten
black youths self-efficacy by letting them control their learning and by showing them that
they can exert independent decision making about drugs, alcohol, and other personal choice
behaviors.
Recent research on computer-based instruction is encouraging. Watkins (1986) reported that
six months after the delivery of a microcomputer-based instructional program, first-grade
participants had improved math and cognitive reasoning skills relative to students who received
a noncomputerized intervention. In a meta-analysis of 32 comparative studies, Kulik, Kulik,
and Bangert-Drowns (1985) found that computer-assisted and computer-managed instructional
programs effected higher outcome changes than traditional, noncomputerized programs. Forinstance, children who received computer-assisted programs, which accounted for the majority
of studies examined in the meta-analysis, achieved post-intervention gains averaging .47
standard deviations, or from the 50th to the 68th percentile in outcome measurement scores.
Earlier meta-analyses of microcomputer instructional interventions also showed positive
effects. Chambers and Sprecher (1980) reviewed all available research on the topic and learned
that computer-assisted instruction: (a) produced equal or better learning outcomes as compared
to traditional instruction; (b) reduced learning time over traditional instruction; (c) improved
student attitudes toward computers as a learning vehicle; and (d) promoted professionals
acceptance and use of computer applications. Similarly, a meta-analysis of computer-based
learning at the secondary education level by Kulik et al. (1983) found that when juxtaposed
with conventional classroom instruction, computer methods resulted in greater student
achievement and in reduced time for learning a topic.
Despite the potential of self-directed health education, such computer-based programs are slow
in coming. While presenting strong support for computer-mediated instruction in general, most
research to date has not focused primarily on behaviorally oriented interventions. One such
intervention, tested by Tombari, Fitzpatrick, and Childress (1985) showed significant posttest
gains. In a controlled experimental design involving fifth-graders, Tombari et al. tested an
intervention involving such procedures as goal setting, goal rehearsal, feedback, contingent
reinforcement, schedule attenuation, and maintenance of behavior change. Each procedure was
delivered and monitored by personal computer. A reversal design indicated that the
intervention reduced disruptive classroom behavior and was more efficient than teacher-
mediated intervention.
Raines and Ellis (1982) reported that a computer-assisted intervention to facilitate behaviorchange in such areas as smoking, weight, exercise, and drinking was helpful for 92 % of all
users. A program delivered on a large scope, the Staywell Lifestyle Change Program, has
applied cognitive-behavioral methods to similarly effect health changes (Lau & Hall, 1983).
Another computer-based health education program, the Body Awareness Resource Network
(BARN) Project, has achieved a measure of success by giving the computer a
personality (Hawkins, Bosworth, Chewning, Day, & Gustofson, 1985).
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The BARN projecta computer-based health promotion system for teenagers and their
familieswarrants additional discussion. Longitudinal field testing following 800 subjects
drawn from an original sample of 2400 adolescents provides strong evidence of the efficacy
of computer-based health promotion (CBHP) (Gustafson, Bosworth, Chewning, & Hawkins,
1986). An extensive review of available health-related software indicated a paucity of material
that was either interactive, integrative, or goal oriented in approach. BARN was developed to
address this need. In the testing phase, a number of positive results were found. Significantly,
the authors noted that:
BARN reaches adolescents who, in the pretest, generally reported more risk-taking behavior
(e.g. more smoking, higher rate of sexual intercourse, more serious consequences from alcohol
or other drug use, etc.) than nonusers. Thus the computer may be a particularly powerful means
of reaching people who are making bad health decisions (Gustafson et al., 1986, p. 9).
Utilizing technological advances in health-related software design, BARN is on the leading
edge of computer-based health promotion systems for young people. Its early successes
indicate both the feasibility of such systems, and the potential efficacy they will achieve.
The areas of learning theory, decision science, artificial intelligence, simulation, change theory,
and group processes have developed models that can provide the structure of a CBHP
(computer based health promotion) system. The knowledge base of health promotion has
increased to the point where impressive stores of data, literature, and expertise have been
developed.
What must be done now is to carefully design high quality CBHP systems to help people
solve their health-related behavior problems by compensating for documented human
weaknesses in complex problem solving. These systems can then interface with group and
individual problem solving (Gustafson et al., 1986, p. 34).
While CBHP may represent immeasurable value for health education in general, comparative
questions concerning delivery methodology are often raised. In this regard, Deardorff (1986)
compared the relative efficacy of curricula delivered via computer, face-to-face, and written
materials. Outcome data revealed a positive assessment of computerized and face-to-face
formats, with the written format assessed less positively. Deardorff reported that subjects spent
more time interacting with the computer than during either written or face-to-face formats.
Furthermore, the study discovered a relationship between subjects time spent interacting with
computer and their free recall of information presented (r= .39,p < .01).
Additionally, Wise and Wise (1987), in a comparison study of computer-administered and
paper-administered achievement tests with elementary school children found that, while no
significant mean test score differences were noted, computer feedback stimulated state-anxiety
among high mathematics achievers leading to the conclusion that additional research is needed
regarding feedback as a mechanism in computer-aided instructional materials.
Another study found that a computer-aided behavioral smoking cessation program was at least
as effective in promoting abstinence as were traditional face-to-face methods. Perhaps of
greater long-term import was the finding that all participants in this program indicated that
they would not have attempted to quit smoking at this time, had there not been this
program, (Schneider, 1986, p. 284).
In addition to comparative educational techniques, a second lingering question for CAI and
CBHP in particular has been personal or receiver variables of research subjects. Lewis and
Cooney (1987) used computer-aided instruction to assess effects of differential educational
styles on mathematics achievement. Locus of control and field dependence/independence
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variable measures were examined subsequent to computer-based interventions employing
competitive and individualistic feedback mechanisms against a control group receiving
instruction with no feedback other than that normally provided by the system. While no
significant main effects were observed, it was noted that treatment conditions differentially
effected performance by gender, with males progressing at a higher rate under the competitive
condition and females progressing at a higher rate under the individualistic feedback condition
than was observed under the competitive condition. Study results also noted that while
performance was affected by condition, differences in academic locus of control were obviatedby this study.
Other recent studies reported in these pages have shown that, among certain groups, computer-
based instrument administrations are at least as valid and reliable as are paper-pencil
administrations of equivalent instruments (Harrell, Honaker, Hetu, & Oberwager, 1987;
Lambert, Reagen, Rylee, & Skinner, 1987), and research is being done to isolate attitudinal
variables that may be used to enhance effective software development for both instructional
and testing purposes among various subject groups (Burke, Normand, & Raju, 1987; Nickell
& Pinto, 1987; Rozensky, Feldman-Honor, Rasinski, Tovian, & Herz, 1986).
Of particular interest, given the minority focus of our research, is a recent, well controlled study
by Pulos and Fisher (1987) measuring adolescents interest in computers by attitude and
socioeconomic status. School A was located in a large, urban setting. Ethnic composition was51% black, 35% hispanic, 4% asian and 8% white. Furthermore, 41% of the families received
AFDC. Computer exposure was minimal. School B was located in a suburban area, was
predominantly white, and reported only 5 % of the families receiving AFDC. Further, all
adolescents in school B had significant computer exposure.
The instruments administered to all students were designed to measure interests in computer
and other activities. In addition, open-ended questions were included to elicit student views
about the characteristics of adolescents who like computers. These data were subjected to a
principal components analysis in which four principal components were found including
typical adolescent activities, adult-approving activities, intellectual activities, and physical
activities. Component scores were calculated for each, and compared across the two school
groups.
The results indicated that, while in general most adolescents were indifferent to computers,
there was a school difference in computer interest with students from the lower SES school
showing significantly more interest than those in the middle-class school. Pulos and Fisher
suggest that this difference might be due largely to the lack of computer exposure of the lower
SES group. If this is so, might we not capitalize on this deficit in the service of prevention?
They further suggest that computer interest was subjectively associated with more intellectual,
adult approved behaviors. Perhaps this association is the basis for the low interest in computers
found in this study, since many adolescents do not want to be seen as intelligent and will tend
to avoid activities that may lead them to be seen as intellectual by their peers. (Pulos & Fisher,
1987, p. 35).
It appears clear that persons in general do tend to respond positively to computer administered
instruction. For microcomputer-based interventions to help black adolescents avoid drug andalcohol abuse, research is needed to ascertain specific attitudes of black adolescents toward
computers. Given both cultural and socioeconomic differentials, it must be determined both
whether this group in particular will respond to cognitive-behavioral, health related messages
delivered via computer. Furthermore, responsive hardware and software configurations must
be developed to tap the specific needs of black youth, thus promoting maximum response. This
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study was designed to increase empirical knowledge on computer-aided instruction for drug
abuse prevention among youth from disadvantaged, ethnic-racial minority backgrounds.
METHOD
Subjects
Study subjects were 26, 11 through 14-year-old black females and males from economically
disadvantaged homes located in three boroughs of New York City. Recruited through NewYork City Board of Education Community School District schools and from the New York
Housing Authority, subjects gave their informed consent and obtained parental consent prior
to study participation. Subjects understood the nature of the study and were able to withdraw
from it at any time without penalty. No enticements for study involvement were offered subjects
or their parents. Table 1 presents demographic characteristics of study subjects.
Procedure
The study was designed to empirically assess the potential of microcomputer-based
intervention with black adolescents from economically disadvantaged backgrounds.
Accordingly, study subjects were given a sample task via a microcomputer system, followed
by a post-intervention measurement battery. Post-intervention questionnaires contained Likert
scaled and open-ended items. Together, questionnaire items measured contextual andinteractional variables appropriate to the microcomputer task and software. Contextual
variables measured in the battery included the amount of material retained, or learned, by
subjects upon completion of computer interaction. These variables covered subjects feelings
about using computers respective to such factors as intimidation, mastery, enjoyment, and
involvement.
Interactional variables measured in the questionnaire battery included the degree to which
subjects would interact with the microcomputer over time. This degree of interaction was
estimated by time-interval measures of subjects eyes on microcomputer screen and their
fingers on the entry pad keys. Additional measures of interactional parameters were obtained
by assessments of subjects ability to follow software and instructor comments and subjects
attention span in time on the computers. Other items measured subjects perceptions of the
microcomputer as a receptive learning and teaching medium, subjects prior computerexperience, and their current accessibility to and use of microcomputers.
Computer Task
Five subjects were concurrently tested, each individually operating a computer for
approximately 15 minutes. Each student was assigned to a computer, and urged to observe the
demonstration program running on the screen prior to attempting to use the software. In
addition to the demonstration, a brief description of the learning task and basic keyboard use
was presented. The description was made uniform across subjects to avoid potential confound
resulting from differential explanations.
As the study primarily focused on user interest in using computers, the software selection
criteria centered on reduction of as many barriers to use as possible. First, given the limited
duration of the interaction between student and software, the teaching technique and computerinterface had to provide easy access to the material with a minimum of external guidance. In
such a case, interface-generated frustrations of inexperienced users could be kept to a bare
minimum. Second, the content had to represent a known knowledge category students were
used to dealing with (rather than health-related content less frequently encountered).
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Against these criteria, we chose an educational package that allowed subjects to continually
interact with the software in response to computer-generated questions and tasks. The software
itself was a well-known geography package. The primary task was to place countries in an area
map in response to the countrys name or other information about that country. The human-
computer interface employed a standard ARROW - key/ENTER control technique for moving
the cursor and making selections. The primary visual nature of the software thus presented
students with meager reading requirements. Additionally, the various user-selectable methods
of questioning available provided interest and challenge as well as individualized levels ofdifficulty.
Measurement
Measurements of subjects were taken at two periods. During the computer task, two observers
recorded data on each subjects overt interactions with the software and microcomputer.
Immediately after the computer task, subjects were individually interviewed about their
experience with the microcomputer and software.
Observations
The observational protocol required two observers, each of whom made a consecutive, minute
by minute sweep of each subject (generally in cohorts of five), over a fifteen minute period.
Each observer was provided with a coding sheet with the following instructions: In the top halfof each box, record a (1) if the child is looking at the screen. Record a (0) if the child is not
looking at the screen. In the bottom half of each box, record a (1) if the childs fingers are
depressing keys. Record a (0) if the childs fingers are not depressing keys. Use of two raters
provided a measure of inter-rater reliability. In addition, a facilitator was present to give the
children initial instructions, and answer any questions asked during the intervention period.
The observers did not interact with subjects.
Posttest Interview
Following subjects completion of the intervention, they were taken into an interviewing room
and administered a posttest questionnaire designed to measure values on the variables described
above. Each child was assured by the interviewer that the information provided was
confidential and to be used only for purposes of analysis. Each subject, at the end of the
interview, was encouraged to provide input regarding the computer in general, and,
specifically, what could be done to make working with the machine more interesting, enjoyable,
and valuable as a learning experience.
RESULTS
Observational Data
Inter-rater reliability was 88.5 % as measured across the three variables of time (15 min), eye
interaction with the screen and finger interactions with the keyboard. Cell size precluded any
statistical measures of significance, as no chi-square related tests could be performed.
Interaction effects were observed as follows. First, the ration of overall time spent interacting
as measured on either of the two interacting variables was 85.7 %. Second, subjects had both
eyes and hands on the computer 85.1% of the time across the observed measurement period.Again, cell size precludes analysis of significance.
Third, the ratio of eyes off the screen was 0%. Finally, the ratio of noninteraction during the
fifteen minutes intervention was 1.3%.
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Responses
When asked about positive reactions to computer-generated tasks, 23.1% of the participants
answered with the general response, I liked everything. About one-third of the subjects (34.6
%) were more specific, indicating that they liked using the computer. Nearly one-fourth of
the subjects (23.1%) mentioned a software-specific variable. An additional 11.5% of the
subjects mentioned using the keyboard as an enjoyable experience (Table 2).
Subjects negative reactions to computer tasks mirrored the positive responses. About 42% ofthe subjects found no disagreeable task aspects. Additionally, 19.2% of the participants
objected only to having to stop. The more general question measuring overall interaction
disagreement confirmed these results, with 57.7 % of the subjects enjoying all interaction
aspects. Nearly 27 % of the adolescents singled out a bothersome software-specific variable.
About 12 % of the subjects mentioned a lack of screen clarity due to the size of the display.
Only three participants (11.5 %) mentioned problems with the level of difficulty, finding it
either too difficult or too simplistic. All participants who mentioned the difficulty level had
some previous computer experience (Table 3).
Tables 4 and 5 depict subjects responses to questions regarding possible hardware, software,
or process modifications that would have increased subject enjoyment.
As with all communications, computer-delivered education materials are subject to variationsin quality specific to those targeted for receipt of intended information. Values for specific
receiver variables were obtained during posttest interviews and subsequently correlated with
general reactions to the software test session. Receiver variables included gender, age, previous
computer experience, familiarity with video games, and overall computer availability.
Regarding previous computer experience, participants fell into three overall categories; those
with no experience, those with less than one year of experience, and those with more than one
year of experience. Seventy-seven point eight percent or 14 of 18 boys tested, had some
previous experience (53.8% of the total sample). Over 63 %, or 5 of the 8 girls tested, had
previous experience (19.2 % of the total sample), indicating differential gender effects (Table
6).
In another analysis, 77.8% of the boys tested expressed enjoyment of video games, with 72.3%of them actively participating in play. By contrast, 87.5% of the girls tested expressed similar
enjoyment with only 25% actively involved in their use (Table 7 and 8).
When asked questions concerning the helpfulness and necessity of instructions given by the
software and the interventionist, 34.6% of all participants felt that the combination of computer/
intervention instructions was adequate for overall task performance, including hardware use.
Except for general responses such as the instructions helped me learn how to use the
computer, the most dominant response category related to questions on aspects of keyboard
use. Nearly 43 % of all subjects made mention of the keyboard, stating either that the
instructions regarding its use were helpful or were needed.
Participants were asked three different questions designed to determine their relative preference
for computer vs. human materials delivery. Results indicate a disparity based upon the type ofinformation to be conveyed. In response to a general question concerning preference for
computer or teacher-delivered classroom work, computer delivery was the clear choice.
(69.2%).
When asked to choose between computer or human delivery in general, the participants split
evenly (Table 9).
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In direct contrast, when asked to choose between computer or human delivery of information
or counseling regarding drug or alcohol abuse, there was an 8 to 1 split in favor of human
delivery, with 18 respondents (69.2 %) choosing such interventions and only 2 participants
(7.7 %) preferring computer delivery. Almost 20 % of the subject had no specific preference.
For all three questions, the primary reason for choosing human delivery related to the inanimate
nature of a computer and its inability to understand or otherwise relate to human problems.
This notion was best articulated by one subject who stated, Computer cant take drugs. (Table
10).
When asked about other general factors involved in deciding upon computer or human content
delivery, participants generally felt that a computer was more fun than a person. There was
no agreement on whether general (nondrug or alcohol specific) information could be gained
more effectively from either source. Other factors mentioned favoring either computer or
human delivery preferences included I dont have to write on a computer,, I like
computers,, and A computer cant yell at me (Table 11).
Responses indicated a general trend towards computer use in school. Though 27.8 % of the
boys (five subjects) had home access to a computer, none of the girls had such access (Table
12).
Regarding types of activities most often performed on a computer, the largest response (42.9%)
indicated game playing, with learning activities second (23.8%; Table 13).
DISCUSSION
In this study, black adolescents attitudes toward educational content is general, and toward
drug and alcohol information delivery in particular, appeared to be a significant intervening
variable that could alter the overall efficacy of computer-delivered interventions. With
reference to McGuires persuasion matrix, software designs must take into account the possible
disbelief and/or suspicion of targeted subjects in the ability of the computer to exhibit the
flexibility, empathy, and sensitivity requisite for understanding human problems.
Consequently, research must ascertain black adolescents specific attitudes towards computers.
Given both cultural and socio-economic differentials, it must be determined whether this group
will respond positively to computer-delivered interventions and, if it will, how best can
hardware and software be designed to promote maximum response.
Further, black adolescents must have access to computer hardware. Largely due to economic
maldistributions, such access is more the exception than the rule. Still, cost-cutting trends,
aggressive marketing, and in-kind contributions of equipment bode well for rising numbers of
microcomputers in the homes and schools of black american youth (Becker, 1984; Ingersoll
& Smith, 1984). Also, as more ethnic-specific software is developed and tested, schools and
organizations serving predominantly black populations may be more likely to make the
requisite investments to achieve the long term economies of scale such programs should
provide.
Software must also be developed to provided multi-screened, comprehensive, and easily
accessed information on all facets of drug and alcohol of specific interest to this cohort, as well
as to deliver differentially paced, effective and age appropriate prevention interventions.
Results from the present study indicate that these aspects of modular design are critical if the
general trend noted towards computer enjoyment and use is to be extended to dissemination
of drug and alcohol information and preventive interventions. Steps must be taken within the
software design to instill a sense of confidence in the user through repetitive demonstration of
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human-like responsiveness, early in the intervention experience. This is highlighted by the
reluctance of the study cohorts toward computer interactions regarding substance use,
inconsistent with the overall positive attitude exhibited by the subjects about working with
computers in general.
The economic imperatives of software development dictate that production must meet market
demand. Consequently, most instructional software is geared currently toward majority culture,
middle- and upper-income americans, seldom tapping the life experience and everyday realitiesof ethnic-racial minority, lower income, and disadvantaged populations. To successfully
develop such interactive and effective software, focus groups must be implemented in order
to gather further information from the cohort regarding preferences, as well as to test efficacy
of software during the development process.
Areas for further research include large scale, controlled testing of computer-based vs. human
skills-interventions using such newly developed software. Such studies might be longitudinal
in nature and include booster sessions utilizing both changes in attitudinal factors, knowledge
retention, and drug/alcohol use as the cohort reaches high school age.
Finally, studies combining both human and computer-aided content delivery would provide
data regarding possible synergistic or suppressor interactions. Possibly, positive correlations
could have been discovered between various interview parameters and psychometric measures
obtained during the test session. However, logistics of the test experience did not permit subject
identification cross-linking of data. More sophisticated measurements development,
significantly larger samples, and appropriate coding measures provide additional areas for
further study.
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Table 1
Subject Demographic Characteristics
AGE GRADE
N % Mean Min Max Mean Min Max
Boys 18 69.2 13.83 11 16 7.22 5 9Girls 8 30.8 14.75 12 16 8.25 7 10
Total 26 100.0% 14.12 11 16 7.54 5 10
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Table 2
Subjects Positive Reactions to Computer Task
Items Subjects Liked Best Items Subjects Enjoyed Most
Item Frequency Percent Item Frequency Percent
Software 6 23.1 Software 18 69.3Using computer 9 34.6 Directions 3 11.5
All tasks 6 23.1 Experience 1 3.8Keyboard 3 11.5 Other 2 7.7
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Table 3
Subjects Negative Reactions to Computer Task
Items Subjects Liked Least Items Subjects Disliked Most
Item Frequency Percent Item Frequency Percent
No response 2 7.7 Software 7 26.9Having to stop 5 19.2 Difficulty level 3 11.5
Visual limitation 3 11.5 Nothing 15 57.7Nothing 11 42.2 Other 1 3.8Keyboard 1 3.8
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Table 4
Elements to Increase Subjects Enjoyment of the Task
Elements Mentioned
Customization 11.5% (3)Different content 23.1% (6)Alternate technique 23.1% (6)Other 11.5% (3)
Nothing 19.2% (5)No response 11.5% (3)
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Table 5
Suggested Modifications to Increase Enjoyment
Item to Modify Frequency Percent
Nothing 9 34.6Use games 6 23.1More access 3 11.5*Use joystick 3 11.5*
Content 7 26.9*Speech 2 7.6*Customization 2 7.7Software mechanics 1 3.8Sound (other than speech) 1 3.8
Note. Response categories for this question are not mutually exclusive. Two responses were recorded for each respondent when applicable. As such,
percentages reflect how many respondents mentioned any single item. Asterisk items are those mentioned as the second response in addition to other
items. All other responses represent the first response.
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Table 6
Subjects Prior Computer Experience
Prior Experience
N % Less than 1 year 2 or more years
Boys 14 77.8% 33.3% (6) 44.4% (8)Girls 5 62.5% 0.0 62.5% (5)
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Table 7
Subjects Preference and Use of Video Game
Enjoyment of video games
Yes No
Boys 77.8% (14) 22.2 (4)Girls 87.5% (7) 12.5 (1)
Sample 80.8% (21) 19.2 (5)
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Table 8
Subjects Average Time Spent Playing Video Games, by Gender
Time Spent Using Video Games Each Week
None < 15 min 1530 min 12 hrs 2 + hrs
Boys 27.8% (5) 11.1 % (2) 16.7% (3) 5.6% (1) 38.9% (7)Girls 75.0% (6) 0.0% 0.0% 12.5% (1) 12.5% (1)
Total 42.3% (11) 7.7% (2) 11.5% (3) 7.7% (2) 30.8% (8)
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Table 9
Subjects Preferences for Computer vs. Person Instruction
Preference Computer Person Either
Computer/Person 42.3% (11) 42.3% (11) 7.7% (2)Computer/Classroom 65.4% (17) 26.9% (7) 7.7% (2)Computer/Counselor 7.7% (2) 69.2% (18) 19.2% (5)
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Table 10
Factors Cited as Important in Choosing Human Delivery for Drug and Alcohol Abuse Prevention Content
Factor Cited Frequency Percent
More knowledge (quantity) 9 42.3Better explanation/response 2 15.4*
Need to explain self 1 3.8Lack of personalism 8 30.8*
Feelings 1 3.8Speaking ability/limitation 1 3.8Self-pacing of learning 1 3.8Other 4 15.1*
Note. Response categories are not mutually exclusive. Two responses were recorded for each respondent when applicable. As such, percentages reflect
how many respondents mentioned any single item. Asterisk items are those mentioned as the second response in addition to other items. All other responses
represent the first response.
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Table 11
Factors Cited as Important in Choosing General Computer or Human Content Delivery
Frequency Percent
More fun 5 19.2Help 2 7.7More information 4 15.4Understanding 1 3.8
Interpersonal interaction 2 7.7No reason given 2 7.7
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Table 12
Computer Availability
Computer Availability in Percentages and (Frequency)
Home School
Boys 27.8% (5) 83.6% (15)Girls 0.0% 75.0% (6)
Sample 19.2% (5) 80.8% (21)
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Table 13
Activities on Computer
Activities Mentioned (in Percentages)
Item Boys Girls Sample
Games 43.8 40.0 42.9Learning 18.8 40.0 23.8
Word processing 12.5 0.0 9.5Programming 12.5 0.0 9.5Other 0.0 20.0 4.8
Nothing 12.5 0.0 9.5
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